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Full text of "Handheld Game Manual: Football (Mattel)"

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HOW TO PUT 

IN THE BATTERY 



PRESS AND SLIDE 
TO REMOVE 



Turn Electronic 
Football over, 
facedown. Remove 
battery door. 

Attach one 9-volt battery to 
connector. Replace battery door 




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Two players play against each other and against a computer. 
Players control the "running back" on offense. . .the computer 
controls the defense. 

PLAYER #1 -HOME TEAM 
PLAYER #2-VISITOR TEAM 



CONTROL KEYS 



OFF 



Game is turned OFF 



PRO 1 For fast paced action . . . Game is ON, defense 
at normal speed 

PRO 2 For real adventurers . . . Game is ON, defense 
is programmed to react 50% faster than PRO 1 . 




Means STATUS 

Press the ST key. It will show -DOWN -FIELD POSITION- 
YARDS TO GO for a 1st down. It also makes the playing field 
ready for the next play. 



HOW TO READ THE FIELD POSITION DISPLAY 

This symbol b or this symbol ^ shows 
which side of the 50 yard line the ball is on. 



EXAMPLE 1: 



This means it is second down, 
ball on the HOME 35 (left of the 
50 yard line) with 6 yards to go 
for a 1st down. 



EXAMPLE 2: 



This means it is second down, 
ball on the VISITOR 35 (right of 
the 50 yard line) with 6 yards to 
go for a 1st down. 



IMPORTANT: There will be no display of numbers in the 
yards to go box when you have less than ten yards to go to 
a TOUCHDOWN. 




Means SCORE. 

Pressing this key will show -The HOME team score -TIME 
REMAINING in quarter -The VISITOR score. Like the ST key, 
it will also make the playing field ready for the next play. 



HOW TO READ THE TIME REMAINING DISPLAY 




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It shows time left in the quarter (there are four 15-minute quarters in 
a game). The clock ticks only during a play and is faster than a real 
clock. So a 15-minute quarter actually lasts only 2V2 minutes, 
making the entire game 10 minutes long. The clock counts in 
decimals, so 7 1 /2 minutes will read 7.5. 

At the end of each quarter the clock stops and automatically 
shows 0:0. When play is started again, the game clock will 
automatically re-set to 15 minutes, unless the game is over. 

Means KICK. 

It may be used only on 4th down. A kick will go between 1 and 65 

yards... 

When you kick, the computer will automatically decide whether to 
PUNT or to make a FIELD GOAL. The closer you are to the goal, 
the better your chances are to make a field goal. 

If the computer decides to punt, two "whistle" sounds will be 
heard after the kick. Press the ST button to find out on what yard line 
your opponent will take over the ball. 

If the computer kicks a field goal, you will hear a "charge" sound. 
Press the SC button to see your score. After a field goal, the other 
team takes posession of the ball on its own 20 yard line. 



ARROW KEYS 



These control the "running back" (Bright Blip). The five dimmer 
blips are the defensive tacklers. 

= DEFENSE — RUNNING BACK 



The HOME Team running back 
always starts each play on the 
left. 




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The VISITOR Team running 
back always starts each play on 
the right. 



HOW TO MOVE THE "RUNNING BACK" 




The "running back" will move 1 yard for each push of the key. So, if 
you push any arrow key two times, the "running back" will move 2 
yards. 



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Running back moves 
across playing field 
in direction shown. 



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Running back moves 
across playing field 
in direction shown. 




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Running back runs 
toward opponent's 
goal. 



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TO START THE QUARTERS 

1ST QUARTER 

Turn game on . . . game is ready to go. Home team has the 
ball . . . "1st and 10" on its own 20 yard line. 

2ND QUARTER 

Press the ST key . . . you're ready to go. Field position and ball 
possession same as at end of 1st quarter. 

3RD QUARTER 

This begins the second half. Press the ST key and game is ready. 
This time Visitor Team has the ball "1st and 10" on its own 20 yard 
line. 

4TH QUARTER 

Press the ST key . . . game is ready. Field position and ball 
possession same as at end of 3rd quarter. 



HOW TO OPERATE CONTROLS 





Two handed method - 
thumbs pressing keys. 




Hold in one hand-press 
keys with finger(s) of 
other hand 



HOW 
TO PLAY 
THE GAME 



• Turn on the switch . . . PRO 1 or PRO 2 

IMPORTANT- Don't switch between 
PRO 1 and PRO 2 while playing 
or it will end the game. 

PLAYER #1 (HOME TEAM) starts "1st and 10" 
on his own 20 yard line 

• Press one of the ARROW KEYS . . . that starts the action 

- the running back moves 

- the clock starts ticking 

- tacklers begin to rush the runner 

• When a tackier hits the runner ... the referee's whistle 
sounds ... the play is over 

• Any defensive player may tackle the runner . . . from the 
front . . . from the side . . . from behind 

• The player who made the tackle will blink on and off, which 
shows his position 

• Like in real football, you get 4 downs to go 10 yards. 

• After each play press the ST key to check field situation . . . 
or the SC key to check the score . . . 

IMPORTANT: You must press the ST or SC key to set up the 
playing field for the next play! 



• The running back always starts each play at the end of the field in 
front of his goal posts. 

• The playing field is 9 yards long ... so if you have 45 yards to go 
for a touchdown . . . you must run the whole length of the field 5 
times. 

• If you're good enough to make it to the end of the field in a single 
run the computer will automatically return your runner to the start 
and you continue running. 

• Like in real football, you can either run or kick on 4th down ... if 
you run and don't make it . . . the referee will whistle twice . . . you 
have lost the ball and the other team starts where you were 
tackled. 



To start a new game . 
to PRO 1 or PRO 2 



. push the switch to OFF . . . then back 



SCORING 

7 points for a TOUCHDOWN 

3 points for a FIELD GOAL 

Every time a score is made ... the "CHARGE" sound will be heard. 




STRATEGY 

Out-Fox the Defense: 




The game computer is programmed to move the tacklers toward 
the running back. . .you never know when or where a tackier will 
move. Try starting a play by moving the runner across field ® to 
draw the defense to that side, then run back to the other side ® and 
scoot down the sidelines ... but watch out for the "safety man" ... be 
ready to zig-zag around him. 




TAKING CARE 
OF YOUR GAME: 

• Treat your ELECTRONIC 
FOOTBALL GAME like a calculator 

• Don't drop it 

• Don't leave it in a hot car's 
glove compartment 

• Avoid getting it wet or dirty 



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tie first sign of batteiy wear, A fresh fcattay 



90 DAY LIMITED WARRANTY 

Mattel Electronics warrants to the original consumer purchaser of any of its hand- 
held electronic games that the product will be free of defects in material or 
workmanship for 90 days from the date of purchase. 

During the 90-day warranty period the game will either be repaired or it will 
be replaced with a reconditioned model of equivalent quality (at our option) 
without charge to the purchaser when returned either to the dealer with proof of 
the date of purchase, or when returned prepaid and insured, with proof of the 
date of purchase, to Mattel Electronics Repair Center, 5150 Rosecrans Avenue, 
Hawthorne, California 90250. 

Units returned after the 90-day warranty period has expired, will be repaired 
or replaced with a reconditioned model of equivalent quality (at our option) for a 
service charge of $10. Payment must be made by check or money order. This out- 
of-warranty service will only be available for one year from the date of purchase. 
All out-of-warranty units must be returned postage prepaid and insured to MATTEL 
ELECTRONICS REPAIR CENTER. 



MATTEL ELECTRONICS WILL NOT BE LIABLE FOR LOSS OF USE OF THE 
PRODUCT OR OTHER INCIDENTAL OR CONSEQUENTIAL COSTS, EXPENSES 
OR DAMAGES INCURRED BY THE PURCHASER. ANY IMPLIED WARRANTIES 
ARE LIMITED IN DURATION TO THE 90-DAY PERIOD FROM THE ORIGINAL 
DATE OF PURCHASE. 

This warranty gives you specific legal rights and you may also have other rights 
which vary from state to state so the foregoing limitations may not apply to you. This 
warranty does not cover damage resulting from accident, unreasonable use, 
neglect, improper service or other causes not arising out of defects in material 
or workmanship. 



HOW TO GET SERVICE FROM THE MATTEL ELECTRONICS REPAIR CENTER 
ON YOUR ELECTRONIC GAME DURING AND AFTER THE 90-DAY 
WARRANTY PERIOD 

During the 90-Day Warranty Period, you may have a defective game replaced at the 
dealer from which it was purchased. If, however, during this 90-Day Warranty Period, 
you choose to obtain repair or replacement service from the Mattel Electronics 
Repair Center, please make the following arrangements: 

1 Pack the game carefully in the original game box. If the game box is not avail- 
able, use a good carton with plenty of newspaper, styrofoam or other padding all 
around and tie it securely. 

2 Carefully print on the box or carton the following name and address: MATTEL 
ELECTRONICS REPAIR CENTER, 5150 ROSECRANS AVENUE, HAWTHORNE, 
CALIFORNIA 90250. Also don't forget to show your return address. 

3 Put parcel post stamps on the package; insure the package; then mail. 

After the 90- Day Warranty Period and up to one year from the date of purchase, do 
all the above plus enclosing your check or money order for $10.00 as payment for the 
repair service. 



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